Knowledge base
Knowledge base
Knowledge base
Free, anonymous browsing of Unreal Engine Blueprint examples, node references, and best practices. The same content the WoalzCraft plugin uses to generate Blueprints.
21 results for cascade
Legacy Cascade system. Prefer Niagara (SpawnSystemAtLocation) for new projects.
SpawnEmitterAtLocationUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoUNiagaraFunctionLibrary::SpawnSystemAtLocation. bAutoDestroy=true for fire-and-forget. Use SpawnSystemAttached to attach to a component.
SpawnSystemAtLocationUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoA child level streamed in/out of a persistent level. Used for open-world streaming and modular maps.
A scene containing actors, lighting, geometry. Open a level via Open Level. Sublevels stream in/out.
UE 5.0+ next-gen sound system — node graphs for procedural audio. Replaces Sound Cue for new projects.
A graph that mixes and routes one or more Sound Waves — fades, randomizes, attenuates. Older but battle-tested.
Pattern: Variables CurrentWave(int)=0, EnemiesAlive(int)=0, EnemiesPerWave(Array<int>). StartWave: CurrentWave++ → SET EnemiesAlive=EnemiesPerWave[CurrentWave]. Timer looping: Branch(SpawnedThisWave < EnemiesPerWave[CurrentWave]) → SpawnActor(EnemyClass, RandomSpawnPoint) → SpawnedThisWave++. OnEnemyDeath: EnemiesAlive-- → Branch(EnemiesAlive <= 0) → StartNextWave or Victory.
bAbsolute=true reloads from scratch. LevelName is the map asset name without path.
OpenLevelUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoCall on the CharacterMovementComponent, not directly on Character. Or use IsMovingOnGround.
IsInAirUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: PoolManager with Array<AActor*> AvailablePool. Init: loop SpawnActor N times → SetActorHiddenInGame(true) → SetActorEnableCollision(false) → Array_Add to pool. GetFromPool: Array_Length > 0 → remove last → SetHidden(false) → SetCollision(true) → SetActorLocation → return. ReturnToPool: SetHidden(true) → SetCollision(false) → Array_Add back.